3.8 Article

The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction

Journal

RIVISTA INTERNAZIONALE DI FILOSOFIA E PSICOLOGIA
Volume 11, Issue 2, Pages 190-210

Publisher

MIMESIS EDIZIONI
DOI: 10.4453/rifp.2020.0012

Keywords

MMORPGs; Leib/Korper; Bodily Self-perception; Game Identity; Addiction

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We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games (MMORPGs). In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers' need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their desired selves in their avatars. We suggest that in some cases gaming can be considered an addiction associated with self-perception, social acceptance, and body-image distortion. We explore how the phenomenological duality of body (Leib and Korper) can be useful for analyzing the creation of game identities preferred by players. On the basis of this analysis, we sketch some therapeutic suggestions, combining aspects from two specific therapies: Internet Addiction-Cognitive Behavioral Therapy (IA-CBT) and Body Image Cognitive Behavioral Therapy (BI-CBT). We hope these suggested approaches will be of value to gaming addiction specialists.

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